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Lines Matching defs:depth

311  * \param srcDepth  source image depth
552 * \param srcDepth source image depth
1008 * Store a 32-bit integer or float depth component texture image.
1058 * Store a 24-bit integer depth component texture image.
1088 * Store a 24-bit integer depth component texture image.
1122 * Store a 16-bit integer depth component texture image.
2772 * Store a combined depth/stencil texture image.
2800 GLuint *depth = (GLuint *) malloc(srcWidth * sizeof(GLuint));
2803 if (!depth || !stencil) {
2804 free(depth);
2809 /* In case we only upload depth we need to preserve the stencil */
2824 else if (srcFormat == GL_STENCIL_INDEX) { /* preserve depth */
2829 /* the 24 depth bits will be in the low position: */
2832 keepstencil ? depth : dstRow, /* dst addr */
2846 dstRow[i] = depth[i] << 8 | (dstRow[i] & 0x000000FF);
2856 free(depth);
2864 * Store a combined depth/stencil texture image.
2873 GLuint *depth;
2883 depth = (GLuint *) malloc(srcWidth * sizeof(GLuint));
2886 if (!depth || !stencil) {
2887 free(depth);
2906 else if (srcFormat == GL_STENCIL_INDEX) { /* preserve depth */
2911 /* the 24 depth bits will be in the low position: */
2914 keepstencil ? depth : dstRow, /* dst addr */
2926 /* merge stencil values into depth values */
2929 dstRow[i] = depth[i] | (dstRow[i] & 0xFF000000);
2939 free(depth);
2991 /* merge stencil values into depth values */
3849 /* In case we only upload depth we need to preserve the stencil */
3861 * or depth) is preserved. */
4241 * But if the user is providing depth or stencil values and the texture
4242 * image is a combined depth/stencil format, we'll actually read from
4243 * the texture buffer too (in order to insert the depth or stencil values.
4268 GLint width, GLint height, GLint depth,
4283 assert(zoffset + depth <= texImage->Depth);
4299 _mesa_validate_pbo_teximage(ctx, dims, width, height, depth,
4313 assert(depth == 1);
4318 assert(depth == 1);
4327 numSlices = depth;
4329 depth = 1;
4336 numSlices = depth;
4399 if (texImage->Width == 0 || texImage->Height == 0 || texImage->Depth == 0)
4409 0, 0, 0, texImage->Width, texImage->Height, texImage->Depth,
4421 GLint width, GLint height, GLint depth,
4426 xoffset, yoffset, zoffset, width, height, depth,
4452 ASSERT(texImage->Depth == 1);
4462 texImage->Width, texImage->Height, texImage->Depth,
4475 GLsizei width, GLsizei height, GLsizei depth,